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Cecilie Murray
        John Sloan
Delphian eLearning
Let’s talk about what we know
What is mobile learning?
What does the research say?
Good practice examples
Apps, apps and data
Resources
K-12 Report 2010                                    Aust-NZ Report 2010
        Cloud computing                                 •   E-books
        Collaborative                                   •   Mobiles
         environments                                    •   Augmented reality
        Game based                                      •   Open content
         learning
                                                         •   Gesture based
        Mobiles
                                                             computing
        Augmented reality
                                                         •   Visual data analysis
        Flexible displays
    http://www.nmc.org/pdf/2010-Horizon-Report-K12.pdf        http://www.nmc.org/pdf/2010-Horizon-Report-ANZ.pdf
The Mobiles
The Research
Mobile learning is…
 ‘learning in a more personalised way, handing
   over more control to the learners themselves’
               ‘disruptive learning’

                             (Stead, 2006)
‘holds and heightens student interest, engages
  students in learning, and provides yet another
   means for expressive and receptive literacy’

                           (Dogeby, 2007)
‘a small, cleverly designed handheld game can
  significantly enhance learner performance in
    mental maths as well as having a positive
    impact on other aspects of classroom life’
                (Robertson, 2009)

‘mobile devices can have a positive impact on
 learning experiences for both educators and
                   students’
     (McFarlane, Triggs& Yee, 2008; Ng &
                Nicholas, 2009)
‘Schools with one-to-one computing programs
  have fewer discipline problems, lower
  dropout rates, and higher rates of college
  attendance than schools with a higher ratio
  of students to computers…but for one-to-
  one programs to boost student achievement
  as well, they must be properly implemented.’
         Project Red (Revolutionizing Education)
                                      June 2010
(ed. Wan Ng, 2010)

Chapter 12
Imagine Mobile
 Learning in your
 Pocket

http://www.igi-
    global.com/bookstore/TitleDetails.aspx?TitleId=4177
    0
   how mobile learning might be used to
    increase engagement, motivation, ICT
    curriculum integration and effective
    learning in K-12 schools.

   action research questions focused on
    impact for learning in core curriculum
    areas, literacy, numeracy, media,
    interpersonal development
   Collaborative project co-funded
   Average VIC government school – not
    high-tech
   30 Year 8 students
   Teachers – average ICT skills
   Cross curriculum approach – English,
    Social Science, Maths, Science, Music and
    German, HPE
   Three diverse schools, locations and
    communities:
    ◦ Corio South, Courtney Gardens, Epsom
   Years 5-6 initially (early years noted)
   Teacher action research; good ICT skills
   Cross curriculum approach embedded within
    VELS
   Emphasis on literacy - reading, writing,
    media
   8 iPod Touches per class
   Two year project – Australia, Singapore and
    USA
   Year 1:
    ◦ global citizenship and cultural identity
   Year 2:
    ◦ personalised learning, improving student literacy in
      reading and writing, speaking and listening, digital,
      media and visual literacy
    ◦ class sets of iPod Touches, Studywiz online learning
      environment, vodcasts, Apps, etc
The Schools




                                                             United World College of
                                                             South-East Asia, Singapore

                                   Shepparton High School,
                                   Victoria



Chormann Elementary, Southgate, Michigan
   Two schools – Xavier College and Trinity
    Catholic Primary School
   Focus – potential of Nintendo DS to support
    student learning in Mathematics
   Four classes used Professor Kageyama Maths
    Training Program; control group of students
    used same Maths program with traditional
    pen and paper
   20 minutes each day for 10 weeks
   Up to 50 Primary and secondary schools
   1:1technologies and collaborative
    technologies supporting VELS outcomes
   iPod touch, Netbooks, Flip cameras, Blogs,
    Wikis, GPS & geocaching, Massive Multiplayer
    Online Gaming, Quizdom etc
   Benchmarking, data collection based on
    rubrics, online survey, reports, interviews
Mobile learning:
 Promotes confidence and independence regardless of
  year level and age
 Promotes peer coaching and developing activities for
  each other
 Important in encouraging ESL learners, reluctant
  learners (at risk/disengaged)
 Improves attendance, more active participation in
  class
 Promotes better preparation and organisation for
  class
 Supports more regular completion of school work
  and homework
   Mobile learning stimulates enjoyment in
    learning…‘fun’ activity
   Greater interaction (& writing) from boys in
    particular, in blogs, podcasts and web pages
   Stimulates teachers and students to work
    creatively to improve literacy and numeracy
   Student performance data – improves numeracy
    and literacy, increases skills in teamwork,
    interpersonal skills and ICT skills
   Motivates teachers to rethink their pedagogy
    around the use of ICT and mobile devices
Good Practice Tips
Implementation of Mobile Learning projects
http://delphian.com.au/mobile-learning-articles


           Research reports
iPod Touch Report
http://delphian.com.au/ipod-touch-research-report

iPodagogy: Using iPods and Video Podcasting for
  Learning
http://delphian.com.au/ipods-and-podcasting-
  learning

Global Mobile Learning
http://delphian.com.au/global-mobile-learning-
  research
Why Mobiles for learning?
   Small handheld devices enable learning
    anywhere, anytime
   Convergence of innovations in mobile
    technology and social software, Web 2.0
   Young people’s social use of technologies
   For schools it means 1:1 is achievable
http://epotential.education.vic.gov.au/showcase/resource.php?res_id=659&showcase_id=65
Five minute discussion in groups on
   mobile learning:
   Are your students ready for mobile
    learning?
   Structures, policies, issues
   Kids are ready, staff are concerned
   School policies & ownership of budget
   Restricted school practices
   Different tools for different circumstances
   Support (maintenance & charging) and a
    team of champions
   Professional learning
   How make a raft of technologies co-exist
Educational apps
   Relevant to kids
   Use technologies that pervade their
    lives
   Engaging for learning
   Inquiry based constructivist content
   High quality games prolong
    engagement
   Kids can consolidate knowledge
    independently
Twitter
Use Twitter to follow the leaders:

#slide2learn
#mlearning
#edapps
Australian curriculum app
English Apps




Spectronics: Apps for Education
http://www.spectronicsinoz.com/blog/uncategoriz
ed/2010/09/educational-apps-and-resources-for-
the-ipad-and-iphone/
History Apps
Maths Apps
Science Apps
A new model




Curriculum-driven content, high quality graphics
         Monitor student progress online
Data from apps
1 2 3 SHEEP is a counting app for young learners
with 3 fun activities - flying a helicopter around
the farm, herding sheep into pens and guiding
the sheepdog into the ute
MATHSTRONAUT is a maths challenge app for
addition and subtraction, designed for Primary and
             Middle school students.
PLINKERTON is a cybersafety mystery game that aims
   to create awareness for Middle school students
            about how to stay safe online.
References
Project Red (2010) Revolutionizing Education, One to One Institute, US.
http://projectred.org/

McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim
report to Becta http://partners.becta.org.uk/upload-
dir/downloads/page_documents/research/mobile_learning.pdf

Ng, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and
beliefs in the first year. Computers and Education.

Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global
Change, La Trobe University, Melbourne

Stead, G. (2006). Mobile technologies: transforming the future of learning, in
Emerging Technologies for Learning, BECTA. http://partners.becta.org.uk/upload-
dir/downloads/page_documents/research/emerging_technologies.pdf

Metiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems.
http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pd
f

Dogeby, (2006) Using iPods for Instruction, Principals Partnership, Florida.
http://www.principalspartnership.com/iPods.pdf
Contacts

Web:     www.delphian.com.au
         www.app-titude.com.au


Email:   cecilie@delphian.com.au
         cecilie@app-titude.com.au


Twitter: http://twitter.com/ceciliemurray
         http://twitter.com/App_titude

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Mobile learning: Does it make a difference -VITTA Nov 2010

  • 1. Cecilie Murray John Sloan Delphian eLearning
  • 2. Let’s talk about what we know What is mobile learning? What does the research say? Good practice examples Apps, apps and data Resources
  • 3. K-12 Report 2010 Aust-NZ Report 2010  Cloud computing • E-books  Collaborative • Mobiles environments • Augmented reality  Game based • Open content learning • Gesture based  Mobiles computing  Augmented reality • Visual data analysis  Flexible displays http://www.nmc.org/pdf/2010-Horizon-Report-K12.pdf http://www.nmc.org/pdf/2010-Horizon-Report-ANZ.pdf
  • 5. The Research Mobile learning is… ‘learning in a more personalised way, handing over more control to the learners themselves’ ‘disruptive learning’ (Stead, 2006) ‘holds and heightens student interest, engages students in learning, and provides yet another means for expressive and receptive literacy’ (Dogeby, 2007)
  • 6. ‘a small, cleverly designed handheld game can significantly enhance learner performance in mental maths as well as having a positive impact on other aspects of classroom life’ (Robertson, 2009) ‘mobile devices can have a positive impact on learning experiences for both educators and students’ (McFarlane, Triggs& Yee, 2008; Ng & Nicholas, 2009)
  • 7. ‘Schools with one-to-one computing programs have fewer discipline problems, lower dropout rates, and higher rates of college attendance than schools with a higher ratio of students to computers…but for one-to- one programs to boost student achievement as well, they must be properly implemented.’ Project Red (Revolutionizing Education) June 2010
  • 8. (ed. Wan Ng, 2010) Chapter 12 Imagine Mobile Learning in your Pocket http://www.igi- global.com/bookstore/TitleDetails.aspx?TitleId=4177 0
  • 9.
  • 10. how mobile learning might be used to increase engagement, motivation, ICT curriculum integration and effective learning in K-12 schools.  action research questions focused on impact for learning in core curriculum areas, literacy, numeracy, media, interpersonal development
  • 11. Collaborative project co-funded  Average VIC government school – not high-tech  30 Year 8 students  Teachers – average ICT skills  Cross curriculum approach – English, Social Science, Maths, Science, Music and German, HPE
  • 12. Three diverse schools, locations and communities: ◦ Corio South, Courtney Gardens, Epsom  Years 5-6 initially (early years noted)  Teacher action research; good ICT skills  Cross curriculum approach embedded within VELS  Emphasis on literacy - reading, writing, media  8 iPod Touches per class
  • 13. Two year project – Australia, Singapore and USA  Year 1: ◦ global citizenship and cultural identity  Year 2: ◦ personalised learning, improving student literacy in reading and writing, speaking and listening, digital, media and visual literacy ◦ class sets of iPod Touches, Studywiz online learning environment, vodcasts, Apps, etc
  • 14. The Schools United World College of South-East Asia, Singapore Shepparton High School, Victoria Chormann Elementary, Southgate, Michigan
  • 15. Two schools – Xavier College and Trinity Catholic Primary School  Focus – potential of Nintendo DS to support student learning in Mathematics  Four classes used Professor Kageyama Maths Training Program; control group of students used same Maths program with traditional pen and paper  20 minutes each day for 10 weeks
  • 16. Up to 50 Primary and secondary schools  1:1technologies and collaborative technologies supporting VELS outcomes  iPod touch, Netbooks, Flip cameras, Blogs, Wikis, GPS & geocaching, Massive Multiplayer Online Gaming, Quizdom etc  Benchmarking, data collection based on rubrics, online survey, reports, interviews
  • 17. Mobile learning:  Promotes confidence and independence regardless of year level and age  Promotes peer coaching and developing activities for each other  Important in encouraging ESL learners, reluctant learners (at risk/disengaged)  Improves attendance, more active participation in class  Promotes better preparation and organisation for class  Supports more regular completion of school work and homework
  • 18. Mobile learning stimulates enjoyment in learning…‘fun’ activity  Greater interaction (& writing) from boys in particular, in blogs, podcasts and web pages  Stimulates teachers and students to work creatively to improve literacy and numeracy  Student performance data – improves numeracy and literacy, increases skills in teamwork, interpersonal skills and ICT skills  Motivates teachers to rethink their pedagogy around the use of ICT and mobile devices
  • 19. Good Practice Tips Implementation of Mobile Learning projects http://delphian.com.au/mobile-learning-articles Research reports iPod Touch Report http://delphian.com.au/ipod-touch-research-report iPodagogy: Using iPods and Video Podcasting for Learning http://delphian.com.au/ipods-and-podcasting- learning Global Mobile Learning http://delphian.com.au/global-mobile-learning- research
  • 20. Why Mobiles for learning?  Small handheld devices enable learning anywhere, anytime  Convergence of innovations in mobile technology and social software, Web 2.0  Young people’s social use of technologies  For schools it means 1:1 is achievable
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  • 29. Five minute discussion in groups on mobile learning:  Are your students ready for mobile learning?  Structures, policies, issues
  • 30. Kids are ready, staff are concerned  School policies & ownership of budget  Restricted school practices  Different tools for different circumstances  Support (maintenance & charging) and a team of champions  Professional learning  How make a raft of technologies co-exist
  • 31. Educational apps  Relevant to kids  Use technologies that pervade their lives  Engaging for learning  Inquiry based constructivist content  High quality games prolong engagement  Kids can consolidate knowledge independently
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  • 34. Twitter Use Twitter to follow the leaders: #slide2learn #mlearning #edapps
  • 36. English Apps Spectronics: Apps for Education http://www.spectronicsinoz.com/blog/uncategoriz ed/2010/09/educational-apps-and-resources-for- the-ipad-and-iphone/
  • 40. A new model Curriculum-driven content, high quality graphics Monitor student progress online
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  • 44. 1 2 3 SHEEP is a counting app for young learners with 3 fun activities - flying a helicopter around the farm, herding sheep into pens and guiding the sheepdog into the ute
  • 45. MATHSTRONAUT is a maths challenge app for addition and subtraction, designed for Primary and Middle school students.
  • 46. PLINKERTON is a cybersafety mystery game that aims to create awareness for Middle school students about how to stay safe online.
  • 47. References Project Red (2010) Revolutionizing Education, One to One Institute, US. http://projectred.org/ McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim report to Becta http://partners.becta.org.uk/upload- dir/downloads/page_documents/research/mobile_learning.pdf Ng, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and beliefs in the first year. Computers and Education. Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global Change, La Trobe University, Melbourne Stead, G. (2006). Mobile technologies: transforming the future of learning, in Emerging Technologies for Learning, BECTA. http://partners.becta.org.uk/upload- dir/downloads/page_documents/research/emerging_technologies.pdf Metiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems. http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pd f Dogeby, (2006) Using iPods for Instruction, Principals Partnership, Florida. http://www.principalspartnership.com/iPods.pdf
  • 48. Contacts Web: www.delphian.com.au www.app-titude.com.au Email: cecilie@delphian.com.au cecilie@app-titude.com.au Twitter: http://twitter.com/ceciliemurray http://twitter.com/App_titude